#version 330 core

#extension GL_ARB_separate_shader_objects: enable

#define EGL_FRAGMENT_SHADER_TEXCOORD        0

uniform sampler2D sampler2D_0;

layout(location = EGL_FRAGMENT_SHADER_TEXCOORD) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

void main() {
	outColor = texture(sampler2D_0, fragTexCoord);
}

